//----------------------------------------------------------------------------//
//                                                                            //
// ozz-animation is hosted at http://github.com/guillaumeblanc/ozz-animation  //
// and distributed under the MIT License (MIT).                               //
//                                                                            //
// Copyright (c) Guillaume Blanc                                              //
//                                                                            //
// Permission is hereby granted, free of charge, to any person obtaining a    //
// copy of this software and associated documentation files (the "Software"), //
// to deal in the Software without restriction, including without limitation  //
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//                                                                            //
// The above copyright notice and this permission notice shall be included in //
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//                                                                            //
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//----------------------------------------------------------------------------//

#ifndef OZZ_OZZ_ANIMATION_OFFLINE_RAW_SKELETON_H_
#define OZZ_OZZ_ANIMATION_OFFLINE_RAW_SKELETON_H_

#include "SkrAnimTool/ozz/export.h"
#include "SkrAnim/ozz/base/containers/string.h"
#include "SkrAnim/ozz/base/containers/vector.h"
#include "SkrAnim/ozz/base/io/archive_traits.h"
#include "SkrAnim/ozz/base/maths/transform.h"

namespace ozz
{
namespace animation
{
namespace offline
{

// Off-line skeleton type.
// This skeleton type is not intended to be used in run time. It is used to
// define the offline skeleton object that can be converted to the runtime
// skeleton using the SkeletonBuilder. This skeleton structure exposes joints'
// hierarchy. A joint is defined with a name, a transformation (its rest_pose
// pose), and its children. Children are exposed as a public std::vector of
// joints. This same type is used for skeleton roots, also exposed from the
// public API. The public API exposed through std:vector's of joints can be used
// freely with the only restriction that the total number of joints does not
// exceed Skeleton::kMaxJoints.
struct OZZ_ANIMOFFLINE_DLL RawSkeleton {
    // Construct an empty skeleton.
    RawSkeleton();

    // The destructor is responsible for deleting the roots and their hierarchy.
    ~RawSkeleton();

    // Offline skeleton joint type.
    struct Joint {
        // Type of the list of children joints.
        typedef ozz::vector<Joint> Children;

        // Children joints.
        Children children;

        // The name of the joint.
        ozz::string name;

        // Joint rest pose transformation in local space.
        math::Transform transform;
    };

    // Tests for *this validity.
    // Returns true on success or false on failure if the number of joints exceeds
    // ozz::Skeleton::kMaxJoints.
    bool Validate() const;

    // Returns the number of joints of *this animation.
    // This function is not constant time as it iterates the hierarchy of joints
    // and counts them.
    int num_joints() const;

    // Declares the skeleton's roots. Can be empty if the skeleton has no joint.
    Joint::Children roots;
};

namespace
{
// Internal function used to iterate through joint hierarchy depth-first.
template <typename _Fct>
inline void _IterHierarchyRecurseDF(
    const RawSkeleton::Joint::Children& _children,
    const RawSkeleton::Joint* _parent, _Fct& _fct
)
{
    for (size_t i = 0; i < _children.size(); ++i)
    {
        const RawSkeleton::Joint& current = _children[i];
        _fct(current, _parent);
        _IterHierarchyRecurseDF(current.children, &current, _fct);
    }
}

// Internal function used to iterate through joint hierarchy breadth-first.
template <typename _Fct>
inline void _IterHierarchyRecurseBF(
    const RawSkeleton::Joint::Children& _children,
    const RawSkeleton::Joint* _parent, _Fct& _fct
)
{
    for (size_t i = 0; i < _children.size(); ++i)
    {
        const RawSkeleton::Joint& current = _children[i];
        _fct(current, _parent);
    }
    for (size_t i = 0; i < _children.size(); ++i)
    {
        const RawSkeleton::Joint& current = _children[i];
        _IterHierarchyRecurseBF(current.children, &current, _fct);
    }
}
} // namespace

// Applies a specified functor to each joint in a depth-first order.
// _Fct is of type void(const Joint& _current, const Joint* _parent) where the
// first argument is the child of the second argument. _parent is null if the
// _current joint is the root.
template <typename _Fct>
inline _Fct IterateJointsDF(const RawSkeleton& _skeleton, _Fct _fct)
{
    _IterHierarchyRecurseDF(_skeleton.roots, nullptr, _fct);
    return _fct;
}

// Applies a specified functor to each joint in a breadth-first order.
// _Fct is of type void(const Joint& _current, const Joint* _parent) where the
// first argument is the child of the second argument. _parent is null if the
// _current joint is the root.
template <typename _Fct>
inline _Fct IterateJointsBF(const RawSkeleton& _skeleton, _Fct _fct)
{
    _IterHierarchyRecurseBF(_skeleton.roots, nullptr, _fct);
    return _fct;
}
} // namespace offline
} // namespace animation
namespace io
{
OZZ_IO_TYPE_VERSION(1, animation::offline::RawSkeleton)
OZZ_IO_TYPE_TAG("ozz-raw_skeleton", animation::offline::RawSkeleton)

// Should not be called directly but through io::Archive << and >> operators.
template <>
struct OZZ_ANIMOFFLINE_DLL Extern<animation::offline::RawSkeleton> {
    static void Save(OArchive& _archive, const animation::offline::RawSkeleton* _skeletons, size_t _count);
    static void Load(IArchive& _archive, animation::offline::RawSkeleton* _skeletons, size_t _count, uint32_t _version);
};
} // namespace io
} // namespace ozz
#endif // OZZ_OZZ_ANIMATION_OFFLINE_RAW_SKELETON_H_
